"Alone together?": exploring the social dynamics of massively multiplayer online games
By Nicolas Ducheneaut, N. Yee, Eric Nickell, Robert J. Moore. International Conference on Human Factors in Computing Systems, 2006
821 citations recorded by the source corpus.
Subfields: Communication, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/bb2407470ebc1d6a2e7af2cc863aedd9566ba749
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- Daniel L. King
- Mark D. Griffiths
- Paul H. Delfabbro
- Linda Lai
- William A. Hamilton
- Andruid Kerne
- Bonnie A. Nardi
- Nicolas Ducheneaut
In Sociology and Political Science
- Mark D. Griffiths
- Daniel L. King
- Paul H. Delfabbro
- Nicolas Ducheneaut
- N. Yee
- Ronald S. Burt
- Shang Hwa Hsu
- Muh-Cherng Wu
Citations in the corpus
- Exploring user experiences as predictors of MMORPG addiction (2009, background): “Competition is the desire to compete with others; it refers to a situation in which users try to reach a high score and must compete with other users to win (Yee, 2006).”
- Body and mind: a study of avatar personalization in three virtual worlds (2009, background): “Recent work in the CHI community has investigated the social and cultural dynamics of virtual worlds [3] [4] [11], with some focus on avatars [see again 9].”
- Video Game Structural Characteristics: A New Psychological Taxonomy (2009, background): “However, rather than being close-knit groups of friends, Ducheneaut et al. (2006) reported that fewer than one in four players personally know their fellow guild members.”
- Streaming on twitch: fostering participatory communities of play within live mixed media (2014, background): “observe that much interaction in Massive Multiplayer Online Role Playing Games addresses development of reputation and performing in front of others [7].”
- Groups Formation and Operations in the Web 2.0 Environment and Social Networks (2008, background): “This in turn leads to less time spent in social interactions as compared to many social networking sites ( Ducheneaut et al. 2006 ).”
- The life and death of online gaming communities: a look at guilds in world of warcraft (2007, methodology): “Online communities, Massively Multiplayer Online Games, social networks, group dynamics, data analysis tools”
- Foundations of Game-Based Learning (2015, background): “Many players do not want to be seen as novices and so may not initially participate in social activities, preferring to be observers rather than active participants until a threshold of ability is reached (Ducheneaut, Yee, Nickell, & Moore, 2006).”
- Network-Related Personality and the Agency Question: Multirole Evidence from a Virtual World1 (2012, background): “…level as representing manageable steps in task complexity such that the reinforcement of level increases operates like a “virtual Skinner box,” encouraging players to spend a little more time to reach that so-close next level (World of Warcraft is similar; Ducheneaut et al. 2006, pp. 23–24).”
- Strangers and friends: collaborative play in world of warcraft (2006, background): “…title of any genre in the U.S., with 6.5 million active subscribers, including one million in Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial…”